CinemachineClearShot Fields

Cinemachine

CinemachineClearShot Fields

The CinemachineClearShot type exposes the following members.

Fields
  NameDescription
Public fieldCinemachineGUIDebuggerCallback
This is deprecated. It is here to support the soon-to-be-removed Cinemachine Debugger in the Editor.
(Inherited from CinemachineVirtualCameraBase.)
Public fieldm_ActivateAfter
Wait this many seconds before activating a new child camera
Public fieldm_ChildCameras
Internal API for the editor. Do not use this filed.
Public fieldm_CustomBlends
This is the asset which contains custom settings for specific blends
Public fieldm_DefaultBlend
The blend which is used if you don't explicitly define a blend between two Virtual Cameras
Public fieldm_ExcludedPropertiesInInspector
Inspector control - Use for hiding sections of the Inspector UI.
(Inherited from CinemachineVirtualCameraBase.)
Public fieldm_Follow
Default object for the camera children wants to move with (the body target), if not specified in a child camera. May be empty.
Public fieldm_LockStageInInspector
Inspector control - Use for enabling sections of the Inspector UI.
(Inherited from CinemachineVirtualCameraBase.)
Public fieldm_LookAt
Default object for the camera children to look at (the aim target), if not specified in a child camera. May be empty.
Public fieldm_MinDuration
An active camera must be active for at least this many seconds, unless a higher-priority camera wants to activate
Public fieldm_Priority
The priority will determine which camera becomes active based on the state of other cameras and this camera. Higher numbers have greater priority.
(Inherited from CinemachineVirtualCameraBase.)
Public fieldm_RandomizeChoice
If checked, camera choice will be randomized if multiple cameras are equally desirable. Otherwise, child list order will be used
Public fieldm_ShowDebugText
When enabled, the current camera and blend will be indicated in the game window, for debugging
Protected fieldOnPostPipelineStage
A delegate to hook into the state calculation pipeline. Implementaion must be sure to call this after each pipeline stage, to allow other services to hook into the pipeline. See CinemachineCore.Stage.
(Inherited from CinemachineVirtualCameraBase.)
Top
See Also